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Posts
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Joined
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I thought the same, but it turned out to be the first one I bought, after I realised that I needed a tuxedo tail coat for Energiser, my bunny girl blaster.
What can I say... after spending enough time with the costume creator decisions like that seem entirely rational... -
My first 50 hero spent levels 6 to 15 entirely in the Hollows. It's my favourite zone on the blue side (with Faultline in second place)
But then I love hazard zones, so much so that right now I have a level 8 blaster who needs to defeat 10 Circle of Thorns in Perez Park. Yes, I did take that mission on purpose -
So, if I16 goes live in September, that'd be a nice way to 'celebrate' the launch of That Other Super Hero Game...
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I think it's time for everyone to welcome their new Mastermind overlords.
This is awesome.
When I16 goes live the first thing I want to do now is find a mission with a door ambush.
Then set it for 8 -
Quote:Lord Recluse bought the entire stock for his army of goons.Where are the snazzy black uniforms? The visored helmets? The faceless hordes?
All kidding aside, other than the Spec Ops the Mercs do look pretty shabby, and in a game where people spend A LOT of time on their characters' appearance, that could well by one reason why we see less Mercs. -
The problem with toggles is that they drop when you run out of End. My /SR spent a lot of 40-50 fighting Malta and if Practised Brawler had been a toggle then one unlucky hit from a Sapper followed up by an Ops stun grenade would have been fatal every single time.
As it is, even if a sapper hit just as PB was about to recharge, with a recharge time of 1.53 there was still a 7 second window for me to pop a blue insp before I lost my mez protection. -
I'd like a rolled up umbrella option for War Mace.
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When I saw the title of this thread I assumed it was something to do with customising defensive powers in I16.
I didn't notice the bad spelling until afterward
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I'd have to go with two I still can't believe weren't already taken:
The Wrath of God : WM/EA brute on Virtue, rolled after reading the STRONG and PRETTY thread once too often.
John Bull : SS/WP tanker on Protector. -
I'm a brit with an NA account, so I'm not sure which side of this debate I'm supposed to be on...
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A lot of good choices here. As someone who has also been two-shotted by the Psychic Clockwork King, taken completely by surprise by the ambush from hell in the Sister Airlia mission and ran out of time while searching for the last mage in Oranebega I definately agree with those. Them and the Vanguard Sword mission, which was what finally pushed me to do a respec on Nightshade and take Stamina.
As for Ice Mistral...
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I guess I'm just lucky - I've had 3 purple drops in a little under 8 months, and that's with only two high level characters. 2 of them were over the course of one story arc last week.
Admittedly the story arc was World Wide Red, but still... -
Has there been any indication if the MA/ alternates will include a replacement for Assassin's Blow?
I didn't like it on a DM/, and having just hit 6 with an MA/ stalker my heart sank when I saw that weird squat again. -
In Orwell's 1984 the dreaded Room 101 contained your worst nightmare, whatever that happened to be. So which mission would be in your Room 101?
Up until today I'd have said "Defeat the Sea Witch" from Lorenzo Ansaldo in Sharkhead. The combination of knockback, end drain from her lightning attacks and the risk of being suddenly outnumbered 15 to 1 by pet summoning reinforcements has made that mission an ordeal for both the villains I've done it with.
Now I've got a new contender - "Defeat Ice Mistral" from Arbiter Lerry in Nerva.
Possibly it's just the character I'm on. A SS/Inv Brute who habitually runs through entire missions without pausing for breath - not much chance of that this time when every single enemy is a Mu with end draining attacks that leave me gasping for breath at the end of every second spawn and running half the mission with no toggles on. Well, not every enemy - the rest are Fortunatas, with psychic attacks - you know, the type that /Inv has ZERO defence against.
After much pain I finally reach Ice Mistral herself. I'm feeling confident. After all in the previous arc I beat Indigo - easy. How hard can she be?
After two defeats I'm seeing a pattern develop. I get off one run of attacks, then her ice powers reduce my recharge rate to nearly nothing and I stand there while she blasts me with ice attacks I have surprisingly little resistance to. Then I run away, and fall off the edge of the walkway (it's in the BIG Arachnos room) so by the time I get back up to her she's healed the little damage I did. Since I used all my insps in the first attack I then die.
I daresay it's nothing a full tray of purples and oranges can't fix, but boy... just when you think you're invincible, along comes someone to prove otherwise.
So what's your nightmare mission? -
Copycat - You have had a character genericised! (applies to all characters on the account)
Shut In - You have attained level 50 without ever leaving Atlas Park!
Superman - You'll still never be as strong as him. (awarded to Inv/SS Tanks when they take Laser Beam Eyes) -
The lowbies I'm having the most trouble with, mostly solo...
Illusions/Kinetics Controller - lots of fun secondary powers, but the attack chain I have at level 14 is the same as I had at level 2.
Fire/Thermal Corruptor - Thermal flat out sucks for soloing.
Energy Melee/Super Reflexes Brute - slow attacks make building fury difficult; everything or nothing defense makes surviving long enough to use said fury a challenge. I'm also thinking that End usage will be a big issue for this character. -
I'm having the same problem with a door mission in Atlas Park.
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Wait... /SRs can be mezzed?
I'm only half kidding. Given how easy it is to make PB perma (two level 25 or 30 recharge IOs and set it on auto) The only use I've had for break frees in the last 40 levels is to get back into the fight fast after a rez. As far as I recall my /SR has been mezzed once since level 10, and that was by a +5 Operations Officer I bumped into in Peregrine Island. -
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In your example, it works for Brutes because they get the free damage from Fury, but for most other ATs it doesn't make sense to slot for endurance until you're at the ED cap for damage. Stronger attacks means, in general, you use less attacks to kill the same amount of mob. This is why right now, damage enhancers provide an equivalent benefit to endurance cost as an endurance reducer does (to the ED cap).
However, stronger attacks also kill faster and so you increase your DPS at the same time and in the same proportion.
Damage enhancers are currently significantly more important that endurance and recharge reducers to most ATs. Thus why I signed the OP's idea even though I don't think it will happen.
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I certainly can't argue with your numbers, or the reasoning you back them up with, but I will say that whilst Brutes do get that all important damage bonus from Fury they do have to build it up and maintain it. The need to keep running from mob to mob to hold onto that hard won Fury bar makes Brutes very End intensive, which is why I picked a Brute as an example. I'd go so far as to say that most of what I've learned about managing my characters' End I've learned on Brutes.
Fair point though. I do slot for Damage in most of my ATs, but only after at least 1 Acc and 1 End Redux. Similarly, other powers, especially toggles, get End Redux early.
I may not have the same DPS per mob, but the fact that I can go from one group to the next with little downtime should more than balance that out, on any AT. -
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Starting from nothing, a Damage enhancement or a End Redux enhancement will offer the same damage per endurance benefit.
But the damage one offers superior dmaage per second too, so its a no brainer which one to slot currently.
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It is a no brainer. You slot for End Redux.
My SS/Inv Brute could solo maps set to diff 2 with maybe a single Rest break from the early teens onwards. 1 Acc and 2 End Red was all I slotted initially in her attacks. I didn't start slotting in Damage until the 30s.
I play the pre-20 levels a lot, and with a very few exceptions I don't see what all the fuss is about End. Anyone who slots for Damage before End Redux has noone but themselves to blame for their pre-Stamina troubles.
Smurphy's Endurance Dysfunction Guide should be a sticky in every AT forum. -
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Maybe he was hoping they wouldn't follow him here and would forget to repost their concerns.
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I wasn't planning to, but since you mention it...
"1 million for your very own pocket emp or kin ? You could make it 1 billion and you'd still have people queuing up for that.
/No to rent-a-buffbot." -
1 million for your very own pocket emp or kin ?
You could make it 1 billion and you'd still have people queuing up for that.
/No to rent-a-buffbot. -
I don't know if it's a bug, but I've seen that numerous times, pre-I15 certainly and probably I14. The Patrons aren't the only ones affected - sometimes the Rikti Ambassador's entourage are nowhere to be seen either.
Coffee break? -
Masterminds 4
Brutes 3
Stalkers 3
Corruptors 2
Dominators 1
Scrappers 3
Blasters 2
Controllers 1
Defenders 1
...and a ton of level 1s who may or may not ever get played. -
I've seen a lot of ever more selective LFMs in the AP/Cap farming broadcast...
2 spots open. /Kin or Dom and Stone Brute only
Tank lvl 35+
No mentally deficient Masterminds
Maybe this guy has been joining teams like that recently, or forming them. I had a couple of people volunteer build info when I was putting together invasion teams at the weekend - like the SoA who asked if I wanted his Bane or his Crab build.
Even if I wanted that level of control (and I don't) how would I know? My highest SoA is level 5